New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 20 of 20
  1. - Top - End - #1
    Firbolg in the Playground
    Join Date
    Apr 2012
    Gender
    Male

    Default Zman's E10 Monster Manual

    Zman's E10 Monster Manual

    Welcome to Zman's E10 Monster Manual, a conversion and compilation of DND 3.5 Monsters converted for use with Zman's E10 Variant and Zman's 3.5 DND Overhaul.

    Table of Contents



    Spoiler: B
    Show


    Spoiler: C
    Show


    Spoiler: D
    Show






    Spoiler: G
    Show












    Spoiler: M
    Show




    Spoiler: O
    Show

    Orc






    Spoiler: R
    Show


    Spoiler: S
    Show


    Spoiler: T
    Show


    Spoiler: U
    Show




    Spoiler: W
    Show






    Last edited by Zman; 2014-05-26 at 09:04 AM.

  2. - Top - End - #2
    Firbolg in the Playground
    Join Date
    Apr 2012
    Gender
    Male

    Default Re: Zman's E10 Monster Manual

    Template

    Name, Levels
    Size/Type Size Type(Subtype)
    Wound/Vitality X/X
    Initiative +X
    Speed X ft.
    Armor Class Total(Size, Dex, Armor, Shield, Misc); Touch; Flatfooted; DRX-
    Base Attack/Grapple +X/+X
    Attack +X(DX+X) or +X(DX+X)
    Full Attack +X(DX+X) or +X(DX+X)
    Space/Reach X ft./X ft.
    Special Attacks -
    Special Qualities -
    Saves Fort +X, Ref +X, Wis +X
    Abilities Str X, Dex X, Con X, Int X, Wis X, Cha X
    Skills
    Feats
    Environment
    Organization
    Challenge Rating X(XP)
    Treasure
    Alignment
    Advancement
    Level Adjustment +X
    Last edited by Zman; 2014-05-18 at 12:37 AM.

  3. - Top - End - #3
    Firbolg in the Playground
    Join Date
    Apr 2012
    Gender
    Male

    Default Re: Zman's E10 Monster Manual

    Reserved For Later Use.

  4. - Top - End - #4
    Firbolg in the Playground
    Join Date
    Apr 2012
    Gender
    Male

    Default Re: Zman's E10 Monster Manual

    Reserved For Later Use..

  5. - Top - End - #5
    Firbolg in the Playground
    Join Date
    Apr 2012
    Gender
    Male

    Default Re: Zman's E10 Monster Manual

    Reserved For Later Use...

  6. - Top - End - #6
    Firbolg in the Playground
    Join Date
    Apr 2012
    Gender
    Male

    Default Re: Zman's E10 Monster Manual

    Reserved For Later Use....

  7. - Top - End - #7
    Firbolg in the Playground
    Join Date
    Apr 2012
    Gender
    Male

    Default Re: Zman's E10 Monster Manual

    Goblin

    A goblin stands 3 to 3½ feet tall and weigh 40 to 45 pounds. Its eyes are usually dull and glazed, varying in color from red to yellow. A goblin’s skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors. Goblins speak Goblin; those with Intelligence scores of 12 or higher also speak Common.

    Most goblins encountered outside their homes are warriors.

    Combat
    Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise.

    Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement reasonably complex plans, and in such circumstances their numbers can be a deadly advantage.

    Strength in Numbers
    Gonlin's attacks become fore vicious and effective when overwhelming numbers are present. If another Goblin is attacking the same target in melee the Goblin receives a +1 damage bonus. +2 for two Goblins. +3 for four Goblins, and +4 for eight Goblins.

    Skills
    Goblins have a +4 racial bonus on Move Silently and Ride checks. Goblin cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat, which reduces their Spot and Listen check modifiers from +3 to +1.

    Challenge Rating
    Goblins with levels in NPC classes have a CR equal to their character level -2.

    Goblins As Characters
    Goblin characters possess the following racial traits.

    -2 Strength, +2 Dexterity, -2 Charisma.
    Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
    A goblin’s base land speed is 30 feet.
    Darkvision out to 60 feet.
    +4 racial bonus on Move Silently and Ride checks.
    Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
    Favored Class: Rogue.
    The goblin warrior presented here had the following ability scores before racial adjustments: Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10


    Knowledge Local Checks

    DC10: This ugly, stunted humanoid is a goblin, the most common of all goblinoid breeds. This result reveals all humanoid traits and the goblinoid subtype. Goblins have their own guttural language, though a few clever individuals may also learn Common.
    DC15: Goblins are nomadic scavengers that live in large, violent tribes. Often smaller faster moving groups split off of larger tribes for raiding and pillaging. They are also malicious and petty, and enjoy raiding the isolated homes of civilized humanoids for food and supplies. Goblins can see in the dark. They most often inhabit temperate plains.
    DC20:Goblins are talented makers of traps, which they use to mark their territory and guard their burrows. They are cowardly creatures, and attack only when their victims are helpless or they have overwhelming numbers on their side.
    DC25: Goblins have a natural affinity for worgs, which they use as mounts and guardians.

    Goblin Warrior, Warrior lvl3 Goblin Veteran, Warrior lvl6 Goblin Calvary, Warrior lvl6
    Size/Type Small Humanoid(Goblinoid) Small Humanoid(Goblinoid) Small Humanoid(Goblinoid)
    Wound/Vitality 9/0 9/0 9/0
    Initiative +2 +2 +2
    Speed 30 ft. 30 ft. 30 ft.
    Armor Class 17(+1Size, +2Dex, +1 Leather, +2 Light Shield, +1Misc); Touch 14; Flatfooted 15; DR1- 20(+1 Size, +2Dex, +2 Studded Leather, +2 Light Shield, +2Misc); Touch 16; Flatfooted 17; DR1- 20(+1 Size, +2Dex, +2 Studded Leather, +2 Light Shield, +2Misc); Touch 16; Flatfooted 17; DR1-
    Base Attack/Grapple +3/-1 +6/2/+2 +6/2/+2
    Attack +4(D6, 20) Longsword or +4(D4, 20) Shortspear or +6(D4+2, 19-20) Shortbow +7(D6, 20) Longsword or +9(D4+2, 19-20) Shortbow +7(D4, 20) Shortspear or +9(D4+2, 19-20) Shortbow
    Full Attack +3(D6, 20) Longsword or +3(D4, 20) Shortspear or +5(D4+2, 19-20) Shortbow +7/3(D6, 20) Longsword or +9/6(D4+2, 19-20) Shortbow +7/3(D4, 20) Shortspear or +9/6(D4+2, 19-20) Shortbow
    Space/Reach 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
    Special Attacks Strength in Numbers Strength in Numbers Strength in Numbers
    Special Qualities Darkvision 60' Darkvision 60' Darkvision 60'
    Saves Fort +2, Ref +5, Wis +1 Fort +3, Ref +7, Wis +2 Fort +3, Ref +7, Wis +2
    Abilities Str 10, Dex 14, Con 12, Int10, Wis 10, Cha 8 Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 8 Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha 8
    Skills 18 Skill Pts; Listen +3(3 Ranks); Spot +3(3 Ranks) 28 Skill Pts; Listen +4(4 Ranks); Spot +4(4 Ranks) 8 Skill Pts, Handle Animal +4(5 Ranks); Hide +9(3 Ranks); Listen +4(4 Ranks); Move Silently +9(3 Ranks); Ride +13(9 Ranks); Spot +4(4 Ranks)
    Feats TBD 1,3 TBD 1,3,5 Mounted Combat, Mounted Archery, Rideby Attack
    Environment Temperate Plains Temperate Plains Temperate Plains
    Organization TBD TBD TBD
    Challenge Rating 1CR(300XP) 1 1/2CR(450XP) 1 1/2CR(450XP)
    Treasure Standard Standard Standard
    Alignment Usually Neutral Evil Usually Neutral Evil Usually Neutral Evil
    Advancement By Character Class By Character Class By Character Class
    Level Adjustment +0 +0 +0
    Last edited by Zman; 2014-05-24 at 03:26 PM.

  8. - Top - End - #8
    Firbolg in the Playground
    Join Date
    Apr 2012
    Gender
    Male

    Default Re: Zman's E10 Monster Manual

    Worg

    A typical worg has gray or black fur, grows to 5 feet long and stands 3 feet tall at the shoulder. It weighs 300 pounds.

    More intelligent than their smaller cousins, worgs speak their own language. Some can also speak Common and Goblin.

    Combat
    Mated pairs or packs work together to bring down large game, while lone worgs usually chase down creatures smaller than themselves. Both often use hit-and-run tactics to exhaust their quarry. A pack usually circles a larger opponent: Each wolf attacks in turn, biting and retreating, until the creature is exhausted, at which point the pack moves in for the kill. If they get impatient or heavily outnumber the opponent, worgs attempt to pin it.

    Trip (Ex)
    A worg that hits with a bite attack can attempt to trip the opponent (+4 check modifier, +11 for Alphas) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the worg.

    Skills
    A worg has a +1 racial bonus on Listen, Move Silently, and Spot checks, and a +2 racial bonus on Hide checks. *A worg has a +4 racial bonus on Survival checks when tracking by scent.

    Spring Attack
    Worgs receive Spring Attack as a bonus feat.

    Knowledge Arcane Checks

    DC12: Worgs are descendant from wolves that had been mutated by magic, they are far more intelligent than their wolf cousins, and can be recognized by the glint of sentience in their eyes. This result reveals all magical beast traits.
    DC17: The most intelligent worgs are capable of learning languages, most often goblin, but some have been known to speak in common. They often find a place working and coexisting with Goblin as mounts making up Goblin Cavalry.
    DC20: The largest and most dominant Worgs are Dire Worgs.

    Knowledge Nature Checks

    DC15: Some wolves have been twisted and tainted by magic becoming Worgs.

    Worg, Magical Beast lvl3 Dire Worg Alpha, Magical Beast lvl6
    Size/Type Medium Magical Beast Large Magical Beast
    Wound/Vitality 14/15 30/54
    Initiative +3 +3
    Speed 50 ft. 60 ft.
    Armor Class 16(+3 Dex, +2 Natural Armor, +1 Misc); 14 Touch; 13 Flatfooted 20(-1 Size, +3 Dex, +5 Natural Armor, +3 Misc); 15 Touch; 17 Flatfooted
    Base Attack/Grapple +3/+7 +6/2/+11
    Attack +7(D6+6) +11(2D6+10)
    Full Attack +7(D6+6) +11(2D6+10)
    Space/Reach 5 ft./5 ft. 10 ft./5 ft.
    Special Attacks Trip Trip
    Special Qualities Darkvision 60', Lowlight Vision, Scent Darkvision 60', Lowlight Vision, Scent
    Saves Fort +5, Ref +6, Wis +5 Fort +10, Ref +8, Wis +8
    Abilities Str 18, Dex 16, Con 14, Int 6, Wis 14, Cha 10 Str 24, Dex 16, Con 20, Int 8, Wis 16, Cha 12
    Skills 0 Skill Points; Hide +8(3 Ranks); Listen +8(3 Ranks); Move Silently +7(3 Ranks); Spot +8(3 Ranks); Survival +2/6*(0 Ranks) TBD 24pts
    Feats Spring Attack, Alertness,Track Spring Attack, Alertness, Track, Improved Natural Attack
    Environment Temperate Plains Temperate Plains
    Organization TBD TBD
    Challenge Rating 3(900XP) 6(3600XP)
    Treasure 1/10 coins; 50% goods; 50% items 1/10 coins; 50% goods; 50% items
    Alignment Usually Neutral evil Usually Neutral evil
    Advancement Magical Beast Magical Beast
    Level Adjustment +1(Cohort) N/A
    Last edited by Zman; 2014-05-25 at 10:45 PM.

  9. - Top - End - #9
    Firbolg in the Playground
    Join Date
    Apr 2012
    Gender
    Male

    Default Re: Zman's E10 Monster Manual

    Orc

    An orc’s hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult male orc is a little over 6 feet tall and weighs about 210 pounds.

    Females are slightly smaller.

    The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable by someone else who speaks Orc. Some orcs know Goblin or Giant as well.

    Most orcs encountered away from their homes are warriors.

    Combat
    Orcs are proficient with all simple weapons, preferring those that cause the most damage in the least time. Many orcs who take up the warrior or fighter class also gain proficiency with the falchion or the greataxe as a martial weapon. They enjoy attacking from concealment and setting ambushes, and they obey the rules of war (such as honoring a truce) only as long as it is convenient for them.

    Light Sensitivity (Ex)
    Orcs are dazzled in bright sunlight or within the radius of a daylight spell.

    Orcs As Characters
    Orc Traits (Ex)
    Orcs possess the following racial traits.

    +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma.
    An orc’s base land speed is 30 feet.
    Darkvision out to 60 feet.
    Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
    Automatic Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.
    Favored Class: Barbarian.
    The orc warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

    Half-Orcs
    These orc-human crossbreeds can be found in either orc or human society (where their status varies according to local sentiments), or in communities of their own. Half-orcs usually inherit a good blend of the physical characteristics of their parents. They are as tall as humans and a little heavier, thanks to their muscle. They have greenish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and coarse body hair. Half-orcs who have lived among or near orcs have scars, in keeping with orcish tradition.

    Half-Orc Traits (Ex)
    Half-orcs possess the following racial traits.

    +2 Strength, -2 Intelligence, -2 Charisma.
    Medium size.
    A half-orc’s base land speed is 30 feet.
    Darkvision: Half-orcs can see in the dark up to 60 feet.
    Orc Blood: For all effects related to race, a half-orc is considered an orc.
    Automatic Languages: Common, Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, Abyssal.
    Favored Class: Barbarian.

    Knowledge Local Checks

    DC10: This primitive looking creature is an orc, one of the most prolific and agressive of the humanoid races. Orcs speak their own language, and the more intelligent of their kind often learn Goblin or Giant. This result reveals all humanoid traits.
    DC15: Orcs are considerably stronger than the average human, though this is countered by a general lack of the more cerebral traits. A warlike people who believe that to survive they must conquer as much territory as they can, they are often at odds with those they encounter (including other tribes of their own kind) and are a generally hated race for this reason. Their warlike culture does however mean that all of their kind are well trained in the use of weaponry, and many prefer large, two-handed weapons that deal as much damage as quickly as possible.
    DC20: Orcs do have one weakness - a sensitivity to bright light that can dazzle these naturally noctunal creatures. Orc leaders are traditionally warriors of one kind or another, often from the Barbarian tradition. Although rare, orc spellcasters are typically ruthlessly ambitious, and the rivalries between warrior and spellcaster factions can sometimes tear a tribe apart. Orc society is usually patriarchal, with females seen as prized possesions at best and chattel at worst.

    Knowledge Religion Checks

    DC15: Gruumsch is the main diety worshiped by the Orcs.

    Orc, Warrior lvl1 Orc Warrior, Warrior lvl3 Orc Veteran, Warrior lvl6
    Size/Type Medium Humanoid(Orc) Medium, Humanoid(Orc) Medium, Humanoid(Orc)
    Wound/Vitality 12/0 12/0 12/0
    Initiative +1 +1 +1
    Speed 30 ft. 30 ft. 30 ft.
    Armor Class 13(+1 Dex, +2 Studded Leather); Touch 11; Flatfooted 12; DR1- 14(+1 Dex, +2 Hide, +1 Misc); Touch 12; Flatfooted 13; DR2- 16(+1 Dex, +2 Hide, +3 Misc); Touch 14; Flatfooted 15; DR2-
    Base Attack/Grapple +1/+4 +3/+6 +6/2/+8
    Attack +4(2D4+5, 20) Falchion or +4(D12+4, 19-20) Greataxe or +2(D6+2, 19-20) Shortbow +6(2D4+5, 20) Falchion or +6(D12+4, 19-20) Greataxe or +4(D6+2, 19-20) Shortbow +10(2D4+5, 20) Masterwork Falchion or +10(D12+4, 19-20) Masterwork Greataxe or +7(D6+2, 19-20) Shortbow
    Full Attack +4(2D4+5, 20) Falchion or +4(D12+4, 19-20) Greataxe or +2(D6+2, 19-20) Shortbow +6(2D4+5, 20) Falchion or +6(D12+4, 19-20) Greataxe or +4(D6+2, 19-20) Shortbow +10/6(2D4+5, 20) Masterwork Falchion or +10/6(D12+4, 19-20) Masterwork Greataxe or +7/3(D6+2, 19-20) Shortbow
    Space/Reach 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
    Special Attacks - - -
    Special Qualities Darkvision 60' Darkvision 60' Darkvision 60'
    Saves Fort +3, Ref +1, Wis -1 Fort +4, Ref +2, Wis +0 Fort +6, Ref +3, Wis +1
    Abilities Str 16, Dex 12, Con 12, Int 8, Wis 8, Cha 8 Str 16, Dex 12, Con 12, Int 8, Wis 8, Cha 8 Str 16, Dex 12, Con 12, Int 8, Wis 8, Cha 8
    Skills 12 Skill Pts 18 Skill Pts 27 Skill Pts
    Feats TBD 1 TBD 1,3 TBD 1,3,5
    Environment Temperate Hills Temperate Hills Temperate Hills
    Organization TBD TBD TBD
    Challenge Rating 1(300XP) 1 1/2(450XP) 2(600XP)
    Treasure Standard Standard Standard
    Alignment Often Chaotic Evil Often Chaotic Evil Often Chaotic Evil
    Advancement By Character Class By Character Class By Character Class
    Level Adjustment +0 +0 +0
    Last edited by Zman; 2014-05-18 at 01:21 PM.

  10. - Top - End - #10
    Firbolg in the Playground
    Join Date
    Apr 2012
    Gender
    Male

    Default Re: Zman's E10 Monster Manual

    Wolf

    Wolves are pack hunters known for their persistence and cunning.

    Combat
    A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear.

    Trip (Ex)
    A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

    Spring Attack
    Wolves receive the Spring Attack Feat for Free.

    Skills
    *Wolves have a +4 racial bonus on Survival checks when tracking by scent.



    Wolf, Animal lvl3 Legendary Wolf, Animal lvl3 Magical Beast lvl3
    Size/Type Medium Animal Medium Magical Beast
    Wound/Vitality 14/0 16/18
    Initiative +3 +4
    Speed 50 ft. 60 ft.
    Armor Class 16(+3 Dex, +2 Natural Armor, +1 Misc); 14 Touch; 13 Flatfooted 19(+4 Dex, +3 Natural Armor, +2 Misc); 16 Touch; 15 Flatfooted
    Base Attack/Grapple +2/+4 +5/1/+8
    Attack +4(D6+3) +8(D8+4)
    Full Attack +4(D6+3) +8/4(D8+4)
    Space/Reach 5 ft./5 ft. 5 ft./5 ft.
    Special Attacks Trip Trip
    Special Qualities Lowlight Vision, Scent Lowlight Vision, Scent
    Saves Fort +5, Ref +6, Wis +2 Fort +8, Ref +9, Wis +6
    Abilities Str 14, Dex 16, Con 14, Int 2, Wis 12, Cha 6 Str 16, Dex 18, Con 16, Int 6, Wis 14, Cha 8
    Skills TBD 6pts TBD 16pts
    Feats Spring Attack, Alertness,Track Spring Attack, Alertness, Track, Improved Natural Attack
    Environment Temperate Forests Temperate Forests
    Organization TBD TBD
    Challenge Rating 1(300XP) 3(900XP)
    Treasure N/A N/A
    Alignment Neutral Nuetral
    Advancement Animal or Magical Beast
    Level Adjustment - -

  11. - Top - End - #11
    Firbolg in the Playground
    Join Date
    Apr 2012
    Gender
    Male

    Default Re: Zman's E10 Monster Manual

    Dire Wolf


    Dire wolves are efficient pack hunters that will kill anything they can catch.

    Dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds.

    Combat
    Dire wolves prefer to attack in packs, surrounding and flanking a foe when they can.

    Trip (Ex)
    A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

    Spring Attack
    Dire Wolves receive the Spring Attack Feat for Free.

    Skills
    A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.

    *It also has a +4 racial bonus on Survival checks when tracking by scent.

    Knowledge Nature Check

    DC12: This hulking lupine creature is a dire wolf. This result reveals all animal traits.
    DC17: Dire wolves are pack hunters that use their sheer mass to drag creatures to the ground, then tear them apart once prone.

    Dire Wolf, Animal lvl6 Dire Wolf Alpha, Animal lvl6 Magical Beast lvl3 Legendary Dire Wolf, Animal lvl6 Magical Beast lvl6
    Size/Type Large Animal Large Magical Beast Large Magical Beast
    Wound/Vitality 24/0 27/21 33/54
    Initiative +3 +4 +4
    Speed 50 ft. 60 ft. 60 ft.
    Armor Class 17(-1 Size, +3 Dex, +3 Natural Armor, +2 Misc); 14 Touch; 14 Flatfooted 20(-1 Size, +4 Dex, +4 Natural Armor, +3 Misc); 16 Touch; 16 Flatfooted 20(-1 Size, +4 Dex, +4 Natural Armor, +3 Misc); 16 Touch; 16 Flatfooted
    Base Attack/Grapple +4/+15 +7/+19 +7/+20
    Attack +10(D8+10) +14(2D6+12) +15(2D6+13)
    Full Attack +10(D8+10) +14(2D6+12) +15(2D6+13)
    Space/Reach 10 ft./5 ft. 10 ft./5 ft. 10 ft./5 ft.
    Special Attacks Trip Trip Trip
    Special Qualities Lowlight Vision, Scent Lowlight Vision, Scent Lowlight Vision, Scent
    Saves Fort +6, Ref +6, Wis +4 Fort +11, Ref +11, Wis +9 Fort +13, Ref +11, Wis +9
    Abilities Str 24, Dex 16, Con 16, Int 2, Wis 12, Cha 10 Str 26, Dex 18, Con 18, Int 6, Wis 14, Cha 12 Str 28, Dex 18, Con 22, Int 8, Wis 14, Cha 12
    Skills TBD 9pts TBD 24pts TBD 33pts
    Feats Spring Attack, Alertness,Track Spring Attack, Alertness, Track, Improved Natural Attack, Improve Natural Armor Spring Attack, Alertness, Track, Improved Natural Attack, Improve Natural Armor, 9, 11
    Environment Temperate Forests Temperate Forests Temperate Forests
    Organization TBD TBD TBD
    Challenge Rating 3(900XP) 5(2400XP) 7(4800XP)
    Treasure N/A N/A N/A
    Alignment Neutral Nuetral Nuetral
    Advancement Animal or Magical Beast Animal or Magical Beast Animal or Magical Beast
    Level Adjustment - - -
    Last edited by Zman; 2014-05-26 at 08:40 AM.

  12. - Top - End - #12
    Firbolg in the Playground
    Join Date
    Apr 2012
    Gender
    Male

    Default Re: Zman's E10 Monster Manual

    Troll

    Trolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile.

    A typical adult troll stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A troll’s rubbery hide is moss green, mottled green and gray, or putrid gray. The hair is usually greenish black or iron gray.

    Trolls speak Giant.

    Combat
    Trolls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack.

    Rend (Ex)
    If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+10 points of damage.

    Regeneration (Ex)
    Treat a Trolls Wound Points as Vitality Points. A troll cannot lose more Vitality Points than it has Wound Points. A Teoll with no Vitality Points Remaining is fatigued. A Troll regains five Vitality Points per round. Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

    Scrag
    These cousins of the troll have the aquatic subtype. They dwell in any body of water in any climate. They have a base land speed of 20 feet and a swim speed of 40 feet and are found only in aquatic environments. They regenerate only if mostly immersed in water.

    Troll Hunter
    Some trolls, more cunning than most, are not satisfied with merely eating civilized beings but train to hunt them relentlessly. These troll hunters are fearsome rangers who focus on slaying and devouring humanoid prey.

    Combat
    A troll hunter makes full use of its scent ability to track its favored enemies and generally prefers to hunt in darkness.

    Trolls As Characters
    Troll characters possess the following racial traits.

    +12 Strength, +4 Dexterity, +12 Constitution, -4 Intelligence (minimum 3), -2 Wisdom, -4 Charisma.
    Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
    Space/Reach: 10 feet/10 feet.
    A troll’s base land speed is 30 feet.
    Darkvision out to 60 feet and low-light vision.
    Racial Hit Dice: A troll begins with six levels of giant, which provide 6d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +5, Ref +2, and Will +2.
    Racial Skills: A troll’s giant levels give it skill points equal to 9 × (2 + Int modifier, minimum 1). Its class skills are Listen and Spot.
    Racial Feats: A troll’s giant levels give it three feats.
    +5 natural armor bonus.
    Natural Weapons: Claw (1d6) and bite (1d6).
    Special Attacks (see above): Rend, damage 2d6 + 1½ times Str modifier.
    Special Qualities: Regeneration 5, scent.
    Automatic Languages: Giant. Bonus Languages: Common, Orc.
    Favored Class: Fighter.
    Level adjustment +5.


    Troll, Giant lvl6 Troll Hunter, Giant lvl6//Ranger(Hunter,Loner)lvl6
    Size/Type Large Giant Large Giant
    Wound/Vitality 36/0 39/72
    Initiative +3 +4
    Speed 30 ft. 40 ft.
    Armor Class 18(-1 Size, +3 Dex, +4 Natural Armor, +2 Misc); Touch 13; Flatfooted 15; DR1- 21(-1 Size, +4 Dex, +5 Natural Armor, +3 Misc); Touch 15; Flatfooted 16; DR1-
    Base Attack/Grapple +4/+15 +6/+18
    Attack +10(D6+7) Claw or +10(D6+7) Bite +13(D8+8) Claw or +13(D8+8) Bite
    Full Attack +10(D6+7) 2 Claws and +5(D6+7) Bite +13(D8+8) 2 Claws and +11(D8+8) Bite
    Space/Reach 10 ft./10 ft. 10 ft./10 ft.
    Special Attacks Rend Rend
    Special Qualities Darkvision 90', Lowlight Vision, Regeneration 5, Scent Darkvision 90'; Lowlight Vision, Regeneration 5, Scent, Favored Enemy Human, Favored Environment(Cold Mountains), Combat Style(MultiAttack), Endurance, Combat Style(Improved MultiAttack)
    Saves Fort +12, Ref +5, Wis +3 Fort +13, Ref +9, Wis +7
    Abilities Str 24, Dex 16, Con 24, Int 6, Wis 8, Cha 6 Str 26, Dex 18, Con 26, Int 8, Wis 10, Cha 8
    Skills 18 Skill Points 45 Skill Points
    Feats Iron Will, Track, Power Attack Iron Will, Track, Power Attack, Improved Natural Attack(Claws), Improved Natural Attack(Bite), Improved Natural Armor
    Environment Cold Mountains Cold Mountains
    Organization TBD TBD
    Challenge Rating 6(2400XP) 10(9600XP)
    Treasure Standard Standard
    Alignment Usually Chaotic Evil Usually Chaotic Evil
    Advancement By Character Class By Character Class
    Level Adjustment +5 +5
    Last edited by Zman; 2014-05-20 at 12:09 AM.

  13. - Top - End - #13
    Firbolg in the Playground
    Join Date
    Apr 2012
    Gender
    Male

    Default Re: Zman's E10 Monster Manual

    Stirge

    A stirge’s coloration ranges from rust-red to reddish-brown, with a dirty yellow underside. The proboscis is pink at the tip, fading to gray at its base.

    A stirge’s body is about 1 foot long, with a wingspan of about 2 feet. It weighs about 1 pound.

    Combat
    A stirge attacks by landing on a victim, finding a vulnerable spot, and plunging its proboscis into the flesh. This is a touch attack and can target only Small or larger creatures.

    Attach (Ex)
    If a stirge hits with a touch attack, it uses its eight pincers to latch onto the opponent’s body. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Stirges have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

    An attached stirge can be struck with a weapon or grappled itself. To remove an attached stirge through grappling, the opponent must achieve a pin against the stirge.

    Blood Drain (Ex)
    A stirge drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge’s appetite has been sated, the stirge detaches and seeks a new target.


    Stirge, Magical Beast lvl1
    Size/Type Tiny Magical Beast
    Wound/Vitality 5/3
    Initiative +4
    Speed 10 ft., Fly 40 ft.(Average)
    Armor Class 17(+2 Size, +5 Dex); Touch 17; Flatfooted 12
    Base Attack/Grapple +1/-10(+2 when attatched)
    Attack +8 Attach
    Full Attack +8 Attach
    Space/Reach 2.5 ft./0 ft.
    Special Attacks Attach, Blood Drain
    Special Qualities Darkvision 60', Lowlight Vision
    Saves Fort +2, Ref +7, Wis +1
    Abilities Str 4, Dex 20, Con 10, Int 1, Wis 12, Cha 6
    Skills 4 Skill Points
    Feats Alertness, Weapon Finesse
    Environment Warm Marshes, Temperate Marshes
    Organization TBD
    Challenge Rating 1(300XP)
    Treasure None
    Alignment Neutral
    Advancement -
    Level Adjustment -
    Last edited by Zman; 2014-05-19 at 01:32 PM.

  14. - Top - End - #14
    Firbolg in the Playground
    Join Date
    Apr 2012
    Gender
    Male

    Default Re: Zman's E10 Monster Manual

    Rakshasa

    A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human.

    A rakshasa is about the same height and weight as a human.

    Rakshasas speak Common, Infernal, and Undercommon.

    Combat
    In close combat, which a rakshasa disdains as ignoble, it employs its sharp claws and powerful bite. Whenever possible, it uses its other abilities to make such encounters unnecessary.

    Detect Thoughts (Su)
    A rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will DC 15 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

    Spells
    A rakshasa casts spells as a 7th-level sorcerer.

    Typical Sorcerer Spells Known (6/7/7/5; save DC 14 + spell level)
    0—detect magic, light, mage hand, message, read magic, resistance, touch of fatigue; 1st—charm person, mage armor, magic missile, shield, silent image; 2nd—bear’s endurance, invisibility, acid arrow; 3rd—haste, suggestion.

    Change Shape (Su)
    A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.

    Skills
    A rakshasa has a +4 racial bonus on Bluff and Disguise checks. *When using change shape, a rakshasa gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its circumstance bonus on Bluff and Disguise checks increases by a further +4.

    Rakshasas As Characters
    Rakshasa characters possess the following racial traits.

    +2 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom, +6 Charisma.
    Medium size.
    A rakshasa’s base land speed is 40 feet.
    Darkvision out to 60 feet.
    Racial Hit Dice: A rakshasa begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.
    Racial Skills: A rakshasa’s outsider levels give it skill points equal to 10 × (8 + Int modifier). Its class skills are Bluff, Disguise, Listen, Move Silently, Perform, Sense Motive, and Spot. A rakshasa has a +4 racial bonus on Bluff and Disguise checks, and it can gain further bonuses by using change shape (+10 on Disguise checks) and detect thoughts (+4 on Bluff and Disguise checks).
    Racial Feats: A rakshasa’s outsider levels give it three feats.
    +9 natural armor bonus.
    Natural Weapons: Bite (1d6) and 2 claws (1d4).
    Detect Thoughts (Su): The save DC is 12 + the character’s Cha modifier.
    Spells: A rakshasa character casts spells as a 7th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the rakshasa’s base spellcasting ability for spells known, spells per day, and other effects dependent on caster level. A rakshasa character likewise uses the sum of its racial spellcasting levels and class levels to determine the abilities of its familiar.
    Special Qualities (see above): Change shape, damage reduction 15/good and piercing, spell resistance equal to 15 + class hit dice.
    Automatic Languages: Common, Infernal. Bonus Languages: Sylvan, Undercommon.
    Favored Class: Sorcerer.
    Level adjustment +7.

    Rakshasa, Outsider lvl7//Sorcerer lvl7
    Size/Type Med Outsider(Native)
    Wound/Vitality 20/70
    Initiative +4
    Speed 40 ft.
    Armor Class 25(+4 Dex, +8 Natural Armor, +3 Misc); Touch 17; Flatfooted 21; DR1-
    Base Attack/Grapple +7/+10
    Attack +10(D4+3)Claws or +10(D6+3) Bite
    Full Attack +10/+6(D4+3) 2 Claws and +5(D6+3) Bite
    Space/Reach 5 ft./5 ft.
    Special Attacks Detect Thought, Spells, Signature Spell(Empower Scorching Ray), Signature Spell(Empower Magic Missile)
    Special Qualities Change Shape, Damage Reduction 15/Good and Piercing, Darkvision 60', Spell Resistance 22
    Saves Fort +10, Ref +9, Wis +7
    Abilities Str 16, Dex 18, Con 20, Int 14, Wis 14, Cha 18
    Skills 100 Skill Points
    Feats Combat Casting, Spell Penetration, Arcane Strike, Versatile Spellcaster, 9, 11, 13
    Environment Warm Marshes
    Organization TBD
    Challenge Rating 12(19000XP)
    Treasure Double Standard
    Alignment Always Lawful Evil
    Advancement By Character Class
    Level Adjustment +7
    Last edited by Zman; 2014-05-26 at 08:39 AM.

  15. - Top - End - #15
    Firbolg in the Playground
    Join Date
    Apr 2012
    Gender
    Male

    Default Re: Zman's E10 Monster Manual

    Barghest

    A barghest is a lupine fiend that can take the shape of a wolf or a goblin. In its natural form, it resembles a goblin-wolf hybrid with terrible jaws and sharp claws. As whelps, barghests are nearly indistinguishable from wolves, except for their size and claws. As they grow larger and stronger, their skin darkens to bluish-red and eventually becomes blue altogether.

    A full-grown barghest is about 6 feet long and weighs 180 pounds. A barghest’s eyes glow orange when the creature becomes excited.

    Barghests speak Goblin, Worg, and Infernal.

    Combat
    Barghests can claw and bite, no matter what their form, and usually disdain weapons. Though they love killing, they have little stomach for direct combat and attack from ambush whenever possible. Barghests start a combat by using crushing despair and charm monster to keep opponents off balance. They try to stay away from the enemy’s main strength.

    A barghest’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

    Spell-Like Abilities
    At will—blink, levitate, misdirection (DC 14), rage (DC 15); 1/day—charm monster (DC 16), crushing despair (DC 16), dimension door. Caster level equals the barghest’s HD.

    The save DCs are Charisma-based.

    Feed (Su)
    When a barghest slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full-round action. Feeding destroys the victim’s body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.

    A barghest advances in Hit Dice by consuming corpses in this fashion. For every three suitable corpses a barghest devours, it gains 1 Hit Die, and its Strength, Constitution, and natural armor increase by +1. Its attack bonus and saves improve as normal for an outsider of its Hit Dice, and it gains skill points, feats, and ability score improvements normally.

    The barghest only advances by consuming the corpses of creatures whose Hit Dice or levels are equal to or greater than its own current total. A barghest that reaches 9 Hit Dice through feeding immediately becomes a greater barghest upon completion of the act.

    Change Shape (Su)
    A barghest can assume the shape of a goblin or a wolf as a standard action. In goblin form, a barghest cannot use its natural weapons but can wield weapons and wear armor. In wolf form, a barghest loses its claw attacks but retains its bite attack.

    Pass Without Trace (Ex)
    A barghest in wolf form can use pass without trace (as the spell) as a free action.

    Skills
    *A barghest in wolf form gains a +4 circumstance bonus on Hide checks.

    Greater Barghest
    A barghest that reaches 9 Hit Dice through feeding becomes a greater barghest. These creatures can change shape into a goblinlike creature of Large size (about 8 feet tall and 400 pounds) or a dire wolf. In goblin form, a greater barghest cannot use its natural weapons but can wield weapons and wear armor. In dire wolf form, a greater barghest loses its claw attacks but retains its bite attack.

    A greater barghest can reach a maximum of 18 Hit Dice through feeding.

    Spell-Like Abilities
    In addition to the spell-like abilities all barghests possess, a greater barghest gains the following abilities. At will—invisibility sphere; 1/day—mass bull’s strength, mass enlarge person. Caster level equals the greater barghest’s HD.

    Combat
    Occasionally, a greater barghest uses a magic two-handed weapon in combat instead of its claws, giving it multiple attacks (attack bonus +13/+8). It can also make one bite attack (attack bonus +8) each round. The save DC against a greater barghest’s spell-like abilities is 14 + spell level.

    Barghest, Outsider lvl6 Greater Barghest, Outsider lvl9
    Size/Type Medium Outsider(Evil, Extraplanar, Lawful, Shapechanger) Large Outsider(Evil, Extraplanar, Lawful, Shapechanger)
    Wound/Vitality 14/42 24/72
    Initiative +7 +7
    Speed 30 ft. 40 ft.
    Armor Class 21(+3 Dex, +5 Natural Armor, +3Misc); Touch 16; Flatfooted 18; DR1- 24(-1 Size, +3 Dex, +8 Natural Armor, +4Misc); Touch 16; Flatfooted 21; DR1-
    Base Attack/Grapple +6/+9 +9/+17
    Attack +9(D6+4) Bite +13(D8+7) Bite
    Full Attack +9(D6+4) and +4(D4+3) 2 Claws +13(D8+7) and +13(D6+5) 2 Claws
    Space/Reach 5 ft./5 ft. 10 ft./5 ft.
    Special Attacks Spell-like Abilities, Feed Spell-like Abilities, Feed
    Special Qualities Change Shape, Damage Reduction 5/Magic, Darkvision 60'' Scent Change Shape, Damage Reduction 10/Magic, Darkvision 60'' Scent
    Saves Fort +7, Ref +8, Wis +7 Fort +9, Ref +9, Wis +10
    Abilities Str 16, Dex 16, Con 14, Int 14, Wis 14, Cha 14 Str 20, Dex 16, Con 16, Int 18, Wis 18, Cha 18
    Skills 90 Skill Points 144 Skill Points
    Feats Combat Reflexes, Improved Initiative, Track Combat Reflexes, Improved Initiative, Track, MultiAttack, Improved MultiAttack
    Environment An Evil Aligned Plane An Evil Aligned Plane
    Organization TBD TBD
    Challenge Rating 6(2400XP) 10(9600XP)
    Treasure Double Standard Double Standard
    Alignment Always Lawful Evil Always Lawful Evil
    Advancement Outsider Outsider
    Level Adjustment - -
    Last edited by Zman; 2014-05-26 at 11:43 PM.

  16. - Top - End - #16
    Firbolg in the Playground
    Join Date
    Apr 2012
    Gender
    Male

    Default Re: Zman's E10 Monster Manual

    Chimera

    A chimera is about 5 feet tall at the shoulder, nearly 10 feet long, and weighs about 4,000 pounds. A chimera’s dragon head might be black, blue, green, red, or white.

    Chimeras can speak Draconic but seldom bother to do so, except when toadying to more powerful creatures.

    Combat
    The chimera prefers to surprise prey. It often swoops down from the sky or lies concealed until it charges. The dragon head can loose a breath weapon instead of biting. Several chimeras attack in concert.

    Breath Weapon (Su)
    A chimera’s breath weapon depends on the color of its dragon head, as summarized on the table below. Regardless of its type, a chimera’s breath weapon is usable once every 1d4 rounds, deals 3d8 points of damage, and allows a DC 17 Reflex save for half damage. The save DC is Constitution-based.

    To determine a chimera’s head color and breath weapon randomly, roll 1d10 and consult the table below.

    1d10 Head Color Breath Weapon
    1-2 Black 40-foot line of acid
    3-4 Blue 40-foot line of lightning
    5-6 Green 20-foot cone of gas (acid)
    7-8 Red 20-foot cone of fire
    9-10 White 20-foot cone of cold
    Skills
    A chimera’s three heads give it a +2 racial bonus on Spot and Listen checks.

    *In areas of scrubland or brush, a chimera gains a +4 racial bonus on Hide checks.

    Knowledge Arcana Check

    DC14: This draconic creature is a chimera. This result reveals all magical beast traits.
    DC19: A chimera’s draconic head may be that of a black, blue, green, red, or white dragon. Because of their three heads, chimeras have exceptionally good hearing and vision.
    DC24: Chimeras can attack from the ground or while flying, using their claws, both sets of teeth, its horns, or its breath weapon. The damage and shape of its breath weapon depends on the variety of its dragon head.



    Chimera Male, Magical Beast lvl9 Chimera Female, Magical Beast lvl13
    Size/Type Large Magical Beast Huge Magical Beast
    Wound/Vitality 24/81 40/127
    Initiative +2 +1
    Speed 30 ft., Fly 50 ft.(Poor) 30 ft., Fly 50 ft.(Poor)
    Armor Class 23(-1 Size, +2 Dex, +8 Natural Armor, +4 Misc); Touch 15; Flatfooted 21; DR1- 26(-2 Size, +1 Dex, +11 Armor, +6 Misc); Touch; Flatfooted; DR2-
    Base Attack/Grapple +9/+16 +13/+26
    Attack +13(2D6+6)Bite +18(3D6+10)Bite
    Full Attack +13(2D6+6)Bite and +13(2D6+6)Bite and +13(1D8+6)Gore and +11(D6+4) 2 Claws +18(3D6+10)Bite and +18(3D6+10)Bite and +18(2D6+10)Gore and +16(D8+7) 2 Claws
    Space/Reach 10 ft./5 ft. 15 ft./10 ft.
    Special Attacks Breath Weapon(DC17) Breath Weapon(DC21)
    Special Qualities Darkvision 60 ft., Lowlight Vision, Scent Darkvision 60 ft., Lowlight Vision, Scent
    Saves Fort +9, Ref +8, Wis +7 Fort +13, Ref +9, Wis +10
    Abilities Str 20, Dex 14, Con 16, Int 4, Wis 12, Cha 10 Str 24, Dex 12, Con 20, Int 6, Wis 14, Cha 12
    Skills 12 Skill Points 32 Skill Points
    Feats Hover, MultiAttack, Wingover, Flyby Attack, 9 Hover, MultiAttack, Wingover, Snatch, Flyby Attack, Ability Focus Breath Weapon, Improved Natural Armor
    Environment Temperate Hills Temperate Hills
    Organization TBD TBD
    Challenge Rating 9(7200XP) 13(29000XP)
    Treasure Standard Standard
    Alignment Usually Chaotic Evil Usually Chaotic Evil
    Advancement Magical Beast Magical Beast
    Level Adjustment +2(Cohort) +4(Cohort)
    Last edited by Zman; 2014-05-20 at 10:03 PM.

  17. - Top - End - #17
    Firbolg in the Playground
    Join Date
    Apr 2012
    Gender
    Male

    Default Re: Zman's E10 Monster Manual

    Riding Dog

    This category includes working breeds such as collies, huskies, and St. Bernards.

    Carrying Capacity
    A light load for a riding dog is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A riding dog can drag 1,500 pounds.

    Combat
    If trained for war, these animals can make trip attacks just as wolves do (see the Wolf entry). A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

    Skills
    Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.

    Riding Dog, Animal lvl2
    Size/Type Medium Animal
    Wound/Vitality 16/0
    Initiative +2
    Speed 40 ft.
    Armor Class 16(+2 Dex, +4 Natural Armor); Touch 12; Flatfooted 14; DR0-
    Base Attack/Grapple +1/+3
    Attack +3(D6+4) Bite
    Full Attack +3(D6+4) Bite
    Space/Reach 5 ft./5 ft.
    Special Attacks Trip
    Special Qualities Lowlight Vision, Scent
    Saves Fort +5, Ref +5, Wis +1
    Abilities Str 16, Dex 14, Con 16, Int 2, Wis 12, Cha 6
    Skills Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
    Feats Alertness, Track
    Environment Temperate Any
    Organization TBD
    Challenge Rating 1(300XP)
    Treasure None
    Alignment Neutral
    Advancement -
    Level Adjustment -
    Last edited by Zman; 2014-05-25 at 11:06 AM.

  18. - Top - End - #18
    Firbolg in the Playground
    Join Date
    Apr 2012
    Gender
    Male

    Default Re: Zman's E10 Monster Manual

    Minotaur

    A minotaur stands more than 7 feet tall and weighs about 700 pounds.

    Minotaurs speak Giant.

    Combat
    Minotaurs prefer melee combat, where their great strength serves them well.

    Powerful Charge (Ex)
    A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.

    Natural Cunning (Ex)
    Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

    Skills
    Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.

    Minotaur, Monstrous Humanoid lvl6 Minotaur Warrior, Monstrous Humanoid lvl6//Barbarian lvl3 Minotaur Rager, Monstrous Humanoid lvl6//Barbarian lvl6 Minotaur Hero, Monstrous Humanoid lvl6/Fighter lvl4//Barbarian lvl10
    Size/Type Large Monstrous Humanoid Large Monstrous Humanoid Large Monstrous Humanoid Large Monstrous Humanoid
    Wound/Vitality 24/0 27/33 27/66 27/110
    Initiative +1 +2 +2 +2
    Speed 30 ft. 40 ft. 40 ft. 40 ft.
    Armor Class 17(-1 Size, +1 Dex, +4 Natural Armor, +3 Misc); Touch 13; Flatfooted 16; DR1- 21(-1 Size, +2 Dex, +3 Chainmail, +4 Natural Armor, +3 Misc); Touch 14; Flatfooted 19; DR5- 21(-1 Size, +2 Dex, +3 Chainmail, +4 Natural Armor, +3 Misc); Touch 14; Flatfooted 19; DR7- 24(-1 Size, +2 Dex, +3 Chainmail, +4 Natural Armor, +6 Misc); Touch 15; Flatfooted 20; DR9-
    Base Attack/Grapple +6/+15 +6/+16 +6/+16 +10/+20
    Attack +10(3D6+7, 19-20) Greataxe or +10(D8+7) Gore +11(3D6+9, 19-20) Greataxe or +11(D8+9) Gore +11(3D6+9, 19-20) Greataxe or +11(D8+9) Gore +16(3D6+11, 18-20) Greataxe or +15(D8+9) Gore
    Full Attack +10/6(3D6+7, 19-20) Greataxe or +10(D8+7) Gore +11/7(3D6+9, 19-20) Greataxe or +11(D8+9) Gore +11/7(3D6+9, 19-20) Greataxe or +11(D8+9) Gore +16/12/6(3D6+11, 18-20) Greataxe or +15(D8+9) Gore
    Space/Reach 10 ft./10 ft. 10 ft./10 ft. 10 ft./10 ft. 10 ft./10 ft.
    Special Attacks Powerful Charge 4d6+7 Powerful Charge 4d6+9 Powerful Charge 4d6+9 Powerful Charge 4d6+9
    Special Qualities Dardvision 60 ft., Natual Cunning, Scent Dardvision 60 ft., Natual Cunning, Scent, Rage, Fast Movement, Illiteracy, Savage Glare, Uncanny Dodge, Trap Sense, Damage Reduction Dardvision 60 ft., Natual Cunning, Scent, Rage, Fast Movement, Illiteracy, Savage Glare, Uncanny Dodge, Trap Sense, Damage Reduction, Moment of Clarity, Improved Uncanny Dodge, Pounce Dardvision 60 ft., Natual Cunning, Scent, Rage, Fast Movement, Illiteracy, Savage Glare, Uncanny Dodge, Trap Sense, Damage Reduction, Moment of Clarity, Improved Uncanny Dodge, Pounce, Greater Rage, Toughened Rage, Moment of Refusal, Obstinate, Armored Comfort
    Saves Fort +5, Ref +6, Wis +5 Fort +8, Ref +6, Wis +6 Fort +9, Ref +6, Wis +6 Fort +11, Ref +8, Wis +7
    Abilities Str 20, Dex 12, Con 16, Int 6, Wis 10, Cha 8 Str 22, Dex 14, Con 18, Int 8, Wis 12, Cha 10 Str 22, Dex 14, Con 18, Int 8, Wis 12, Cha 10 Str 22, Dex 14, Con 18, Int 8, Wis 12, Cha 10
    Skills 14 Skill Points 27 Skill Points 27 Skill Points 39 Skill Points
    Feats Power Attack, Track, Cleave Power Attack, Track, Cleave, 7, 9 Power Attack, Track, Cleave, 7, 9, 11 Power Attack, Track, Cleave, 7, 9, 11, 13, 15, 17, 19 Weapon Focus Greataxe, Weapon Specialization Greataxe, Improved Critical Greataxe
    Environment Underground Underground Underground Underground
    Organization TBD TBD TBD TBD
    Challenge Rating 3(XP) 5(XP) 8(XP) 14(XP)
    Treasure Standard Standard Standard Standard
    Alignment Usually Chaotic Evil Usually Chaotic Evil Usually Chaotic Evil Usually Chaotic Evil
    Advancement By Character Class By Character Class By Character Class N/A
    Level Adjustment +2 +2 +2 +2
    Last edited by Zman; 2014-05-26 at 08:38 AM.

  19. - Top - End - #19
    Firbolg in the Playground
    Join Date
    Apr 2012
    Gender
    Male

    Default Re: Zman's E10 Monster Manual

    Unicorn

    A unicorn has deep sea-blue, violet, brown, or fiery gold eyes. Males sport a white beard.

    A typical adult unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males.

    Unicorns speak Sylvan and Common.

    Combat
    Unicorns normally attack only when defending themselves or their forests. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the unicorn.

    Magic Circle against Evil (Su)
    This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability.

    Spell-Like Abilities
    Unicorns can use detect evil at will as a free action.

    Once per day a unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.

    A unicorn can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.

    Wild Empathy (Ex)
    This power works like the druid’s wild empathy class feature, except that a unicorn has a +6 racial bonus on the check.

    Skills
    Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest.

    Unicorn, Magical Beast lvl4
    Size/Type Large Magical Beast
    Wound/Vitality 30/36
    Initiative +4
    Speed 60 ft.
    Armor Class 20(-1 Size, +4 Dex, +5 Natural Armor, +2 Misc); Touch 15; Flatfooted 16; DR1-
    Base Attack/Grapple +4/+13
    Attack +11(D8+8) Horn
    Full Attack +11(D8+8) Horn and +3(D4+5) Hooves
    Space/Reach 10 ft./5 ft.
    Special Attacks -
    Special Qualities Darkvision 60ft., Magic Circle Against Evil, Spell-like Abilities, Immunity to Poison, Charm, and Compulsion, Lowlight Vision, Scent, Wild Empahty
    Saves Fort +9, Ref +8, Wis +6
    Abilities Str 20, Dex 18, Con 20, Int 10, Wis 20, Cha 24
    Skills 28 Skill Points
    Feats Endurance, Run
    Environment Temperate Forest
    Organization TBD
    Challenge Rating 3(900XP)
    Treasure None
    Alignment Always Chaotic Good
    Advancement Magical Beast
    Level Adjustment +4 Cohort

  20. - Top - End - #20
    Firbolg in the Playground
    Join Date
    Apr 2012
    Gender
    Male

    Default Re: Zman's E10 Monster Manual

    Horse

    Heavy Warhorse

    These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

    Carrying Capacity
    A light load for a heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A heavy warhorse can drag 4,500 pounds.

    Heavy Warhorse, Animal lvl3 Paladin's Celestial Heavy Warhorse, Animal lvl3//Magical Beast lvl3 Paladin's Celestial Heavy Warhorse, Animal lvl3//Magical Beast lvl6
    Size/Type Large Animal Large Magical Beast(Extraplanar) Large Magical Beast(Extraplanar)
    Wound/Vitality 24/0 27/32 28/64
    Initiative +1 +2 +2
    Speed 50 ft. 50 ft. 60 ft., Fly 100 ft.(Average)
    Armor Class 15(-1 Size, +1 Dex, +4 Natural Armor, +1 Misc); Touch 11; Flatfooted 14; DRX- 19(-1 Size, +2 Dex, +7 Natural Armor, +1 Misc); Touch 12; Flatfooted 17; DR1- 23(-1 Size, +2 Dex, +9 Natural Armor, +3 Misc); Touch 21; Flatfooted 14; D1X-
    Base Attack/Grapple +2/+10 +3/+12 +6/+15
    Attack +5(D6+6) Slam or +5(D4+4) +7(D6+7) Slam or +7(D4+5) +10(D6+7) Slam or +10(D4+5)
    Full Attack +5(D6+6) Slam and +0(D4+4) +7(D6+7) Slam and +2(D4+5) +10(D6+7) Slam or +5(D4+5)
    Space/Reach 10 ft./5 ft. 10 ft./5 ft. 10 ft./5 ft.
    Special Attacks - Smite Evil Smite Evil
    Special Qualities Lowlight Vision, Scent Lowlight Vision, Scent, Darkvision 60 ft., Damage Reduction 5/Magic, Resistance 5 to Acid, Cold, Electricity, Spell Resistance 8, Empathic link, Improved Evasion, Share Spells, Share Saving Throws Lowlight Vision, Scent, Darkvision 60 ft., Damage Reduction 5/Magic, Resistance 5 to Acid, Cold, Electricity, Spell Resistance 11, Empathic link, Improved Evasion, Share Spells, Share Saving Throws, Improved Speed, Flight
    Saves Fort +6, Ref +4, Wis +2 Fort +7, Ref +5, Wis +2 Fort +9, Ref +7, Wis +3
    Abilities Str 18, Dex 12, Con 16, Int 2, Wis 12, Cha 6 Str 20, Dex 14, Con 18, Int 7, Wis 12, Cha 6 Str 21, Dex 15, Con 19, Int 8, Wis 12, Cha 6
    Skills Jump +5(1 Ranks), Listen +3(2 Ranks), Swim +5(1 Ranks), Spot +3(2 Ranks) 5 Remaining Ranks; Jump +7(2 Ranks), Listen +3(2 Ranks), Swim +6(1 Ranks), Spot +3(2 Ranks) 13 Remaining Ranks; Jump +7(2 Ranks), Listen +3(2 Ranks), Swim +6(1 Ranks), Spot +3(2 Ranks)
    Feats Endurance, Run Endurance, Run, 5 Endurance, Run, 5, 7, 9
    Environment Temperate Plains Good Aligned Plain Good Aligned Plain
    Organization Domesticated TBD TBD
    Challenge Rating 2(600XP) 4(1800XP) 6(3600XP)
    Treasure None None None
    Alignment Neutral Neutral Good Neutral Good
    Advancement - - -
    Level Adjustment - - -


    Light Warhorse

    These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

    Carrying Capacity
    A light load for a light warhorse is up to 230 pounds; a medium load, 231-460 pounds; and a heavy load, 461-690 pounds. A light warhorse can drag 3,450 pounds.

    Light Warhorse, Animal lvl3
    Size/Type Large Animal
    Wound/Vitality 24/0
    Initiative +2
    Speed 60 ft.
    Armor Class 16(-1 Size, +2 Dex, +4 Natural Armor, +1 Misc); Touch 12; Flatfooted 14; DRX-
    Base Attack/Grapple +2/+9
    Attack +4(D6+4) Slam or +4(D4+3)
    Full Attack +4(D6+4) Slam and -1(D4+3)
    Space/Reach 10 ft./5 ft.
    Special Attacks -
    Special Qualities Lowlight Vision, Scent
    Saves Fort +6, Ref +4, Wis +2
    Abilities Str 16, Dex 14, Con 16, Int 2, Wis 12, Cha 8
    Skills Jump +4(1 Ranks), Listen +3(2 Ranks), Swim +4(1 Ranks), Spot +3(2 Ranks)
    Feats Endurance, Run
    Environment Temperate Plains
    Organization Domesticated
    Challenge Rating 1 1/2(450XP)
    Treasure None
    Alignment Neutral
    Advancement -
    Level Adjustment -
    Last edited by Zman; 2014-05-26 at 06:12 PM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •